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Message-ID: <CAHpNFcOJJPTSnhKCyAk-B8hSvoe4hPoC2rz0cTDqNXMKPh1L0g@mail.gmail.com>
Date: Fri, 1 Apr 2022 07:34:28 +0100
From: Duke Abbaddon <duke.abbaddon@...il.com>
To: torvalds@...ux-foundation.org
Subject: VecSR - Vector Standard Render VESA Standards : Vector Graphics,
Boxes, Ellipses, Curves & Fonts : Consolas & other brilliant fonts
VecSR - Vector Standard Render
VESA Standards : Vector Graphics, Boxes, Ellipses, Curves & Fonts :
Consolas & other brilliant fonts : (c)RS
SiMD Render - Vector Graphics, Boxes, Ellipses, Curves & Fonts
OT-SVG Fonts & TT-SVG Obviously Rendered in Direct X 9+ & OpenGL 3+
Mode & Desktop Rendering modes
Improve Console & TV & BIOS & General Animated Render
Vector Display Standards with low relative CPU Weight
SiMD Polygon Font Method Render
Default option point scaling (the space) : Metadata Vector Fonts with
Curl mathematical vector :
16 Bit : SiMD 1 width
32 Bit : SiMD Double Width
High precision for AVX 32Bit to 256Bit width precision.
Vectoring with SiMD allows traditional CPU mastered VESA Emulation
desktops & safe mode to be super fast & displays to conform to VESA
render standards with little effort & a 1MB Table ROM.
https://science.n-helix.com/2016/04/3d-desktop-virtualization.html
https://science.n-helix.com/2019/06/vulkan-stack.html
https://science.n-helix.com/2019/06/kernel.html
https://science.n-helix.com/2022/03/fsr-focal-length.html
https://science.n-helix.com/2018/01/integer-floats-with-remainder-theory.html
https://bit.ly/VESA_BT
*
*Application of SiMD Polygon Font Method Render
*3D Render method with Console input DEMO : RS
3D Display access to correct display of fonts at angles in games &
apps without Utilizing 3rd Axis maths on a simple Shape polygon Vector
font or shape. (c)Rupert S
3rd dimensional access with vector fonts by a simple method:
Render text to virtual screen layer AKA a fully rendered monochrome, 2
colour or multi colour..
Bitmap/Texture,
Due to latency we have 3 frames ahead to render to bitmap DPT 3 / Dot 5
Can be higher resolution & we can sub sample with closer view priority...
We then rotate the texture on our output polygon & factor size differential.
The maths is simple enough to implement in games on an SSE configured
Celeron D (depending on resolution and Bilinear filter & resize
Why ? Because rotating a polygon is harder than subtracting or adding
width, Hight & direction to fully complex polygon Fonts & Polygon
lines or curves...
The maths is simple enough to implement in games on an SSE configured
Celeron D (depending on resolution and Bilinear filter & resize.
https://science.n-helix.com/2022/04/vecsr.html
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